245 lines
8.0 KiB
INI
245 lines
8.0 KiB
INI
#USW Metric Version V2
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#Made for Version Stepmania 5 Preview 2
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#I am the bone of my noteskin
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#Arrows are my body, and explosions are my blood
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#I have created over a thousand noteskins
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#Unknown to death
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#Nor known to life
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#Have withstood pain to create many noteskins
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#Yet these hands will never hold anything
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#So as I pray, Unlimited Stepman Works
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[Global]
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#Noteskin this noteskin falls back on
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#We normaly make this fallback on common
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#Because its the global noteskin every default fallsback on to
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FallbackNoteSkin=common
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[NoteDisplay]
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#Noteskin Animation Lengths
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AnimationIsBeatBased=1
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##Tap Parts
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TapNoteAnimationLength=2
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TapMineAnimationLength=4
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TapLiftAnimationLength=2
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TapFakeAnimationLength=2
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##Hold Parts
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HoldHeadAnimationLength=1
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HoldTopCapAnimationLength=4
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HoldBottomCapAnimationLength=4
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HoldBodyAnimationLength=4
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HoldTailAnimationLength=4
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##Roll Parts
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RollHeadAnimationLength=1
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RollTopCapAnimationLength=4
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RollBottomCapAnimationLength=4
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RollBodyAnimationLength=4
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RollTailAnimationLength=4
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#Define if noteskin is Vivid or not
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#Value 1 = true, Value 0 = false
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##Tap Parts
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TapNoteAnimationIsVivid=0
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TapMineAnimationIsVivid=0
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TapFakeAnimationIsVivid=0
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TapLiftAnimationIsVivid=0
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##Hold Parts
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HoldHeadAnimationIsVivid=0
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HoldTopCapAnimationIsVivid=0
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HoldBodyAnimationIsVivid=0
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HoldBottomCapAnimationIsVivid=0
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HoldTailAnimationIsVivid=0
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##Roll Parts
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RollHeadAnimationIsVivid=0
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RollTopCapAnimationIsVivid=0
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RollBodyAnimationIsVivid=0
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RollBottomCapAnimationIsVivid=0
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RollTailAnimationIsVivid=0
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#Texture Coord Offest Info
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#This is the TextureCoordOffset which we use for Rhythm colored noteskins
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#If you dont want to use it, just keep the value 0
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#Rhythm colored noteskins are noteskins that have different colors for every
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#4th, 8th, 12th, 16th and so on
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#To use this you need to use simple math because it isnt based on the size of
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#the image but its based on the total value of the size which is 1
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#So if you got 9 frames (including 192nd)
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#You need to run this simple math
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# 1 / 9 = 0.11111111111111111111111111 (and so on)
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#Because using the entire value is to long, lets make it smaler to 6 digits
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#You can make it longer if you want but lets keep it nice to 6 digits
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##Tap Parts
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TapNoteAdditionTextureCoordOffsetX=0.5
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TapNoteAdditionTextureCoordOffsetY=0
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TapNoteNoteColorTextureCoordSpacingX=0
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TapNoteNoteColorTextureCoordSpacingY=0.0625
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TapMineAdditionTextureCoordOffsetX=0
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TapMineAdditionTextureCoordOffsetY=0
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TapMineNoteColorTextureCoordSpacingX=0
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TapMineNoteColorTextureCoordSpacingY=0.0625
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TapLiftAdditionTextureCoordOffsetX=0
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TapLiftAdditionTextureCoordOffsetY=0
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TapLiftNoteColorTextureCoordSpacingX=0
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TapLiftNoteColorTextureCoordSpacingY=0.0625
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TapFakeAdditionTextureCoordOffsetX=0
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TapFakeAdditionTextureCoordOffsetY=0
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TapFakeNoteColorTextureCoordSpacingX=0
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TapFakeNoteColorTextureCoordSpacingY=0.0625
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##Hold Parts
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HoldHeadAdditionTextureCoordOffsetX=0
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HoldHeadAdditionTextureCoordOffsetY=0
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HoldHeadNoteColorTextureCoordSpacingX=0
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HoldHeadNoteColorTextureCoordSpacingY=0.0625
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HoldTopCapAdditionTextureCoordOffsetX=0
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HoldTopCapAdditionTextureCoordOffsetY=0
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HoldTopCapNoteColorTextureCoordSpacingX=0
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HoldTopCapNoteColorTextureCoordSpacingY=0
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HoldBodyAdditionTextureCoordOffsetX=0
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HoldBodyAdditionTextureCoordOffsetY=0
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HoldBodyNoteColorTextureCoordSpacingX=0
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HoldBodyNoteColorTextureCoordSpacingY=0
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HoldBottomCapAdditionTextureCoordOffsetX=0
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HoldBottomCapAdditionTextureCoordOffsetY=0
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HoldBottomCapNoteColorTextureCoordSpacingX=0
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HoldBottomCapNoteColorTextureCoordSpacingY=0
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HoldTailAdditionTextureCoordOffsetX=0
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HoldTailAdditionTextureCoordOffsetY=0
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HoldTailNoteColorTextureCoordSpacingX=0
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HoldTailNoteColorTextureCoordSpacingY=0
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##Roll Parts
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RollHeadAdditionTextureCoordOffsetX=0
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RollHeadAdditionTextureCoordOffsetY=0
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RollHeadNoteColorTextureCoordSpacingX=0
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RollHeadNoteColorTextureCoordSpacingY=0.0625
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RollTopCapAdditionTextureCoordOffsetX=0
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RollTopCapAdditionTextureCoordOffsetY=0
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RollTopCapNoteColorTextureCoordSpacingX=0
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RollTopCapNoteColorTextureCoordSpacingY=0
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RollBodyAdditionTextureCoordOffsetX=0
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RollBodyAdditionTextureCoordOffsetY=0
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RollBodyNoteColorTextureCoordSpacingX=0
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RollBodyNoteColorTextureCoordSpacingY=0
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RollBottomCapAdditionTextureCoordOffsetX=0
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RollBottomCapAdditionTextureCoordOffsetY=0
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RollBottomCapNoteColorTextureCoordSpacingX=0
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RollBottomCapNoteColorTextureCoordSpacingY=0
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RollTailAdditionTextureCoordOffsetX=0
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RollTailAdditionTextureCoordOffsetY=0
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RollTailNoteColorTextureCoordSpacingX=0
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RollTailNoteColorTextureCoordSpacingY=0
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#Other Stuff
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DrawHoldHeadForTapsOnSameRow=1
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DrawRollHeadForTapsOnSameRow=1
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TapHoldRollOnRowMeansHold=1
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StartDrawingHoldBodyOffsetFromHead=0
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StopDrawingHoldBodyOffsetFromTail=0
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HoldLetGoGrayPercent=1
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UseLighting=0
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ReverseDrawOrder=1101
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HoldHeadIsAboveWavyParts=1
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HoldTailIsAboveWavyParts=1
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HoldActiveIsAddLayer=0
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#Edit this incase you want to make noteskin for reverse or both
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FlipHoldBodyWhenReverse=0
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FlipHeadAndTailWhenReverse=1
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TopHoldAnchorWhenReverse=1
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#Diffuse Info v2
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#Diffuse uses a color code to define the diffuse
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#You can use diffusealpha to make noteskins disapear with value = 0 or reapear with value = 1
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#The way it works is pretty easy
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#It is based on the Red,Blue,Green,Alpha value that you get with color
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#But instead of 255,255,255,255 it uses 1,1,1,1
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#So if you want to use a RBG value from an image like for example Taupe
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#Which has a value of 72,60,50 , What we just do is / 254 on every value
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#And we also add a Alpha (for transparent) value between 0.1 and 1
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#So We get 0.283464,0.236220,0.196850,0.6
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#You can go over the 6 digits after the . (which I don't do because I like to keep it clean and not to big)
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#diffuse,1,1,1,1 is the basic code
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#Change them to which value you want
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#add ; at the end of your command incase you add more commands
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[GhostArrowDim]
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NoneCommand=
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HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
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AvoidMineCommand=
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MissCommand=
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#Boo explosion
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Good explosion
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Great explosion
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Perfect explosion
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Marvelous explosion
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W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Hold end commands
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LetGoCommand=
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HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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[GhostArrowBright]
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NoneCommand=
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HitMineCommand=blend,'BlendMode_Add';diffuse,1,1,1,1;zoom,1;rotationz,0;linear,0.3;rotationz,90;linear,0.3;rotationz,180;diffusealpha,0
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AvoidMineCommand=
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MissCommand=
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#Boo explosion
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W5Command=diffuse,0.8,0.0,0.6,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Good explosion
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W4Command=diffuse,0.3,0.8,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Great explosion
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W3Command=diffuse,0.0,1.0,0.4,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Perfect explosion
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W2Command=diffuse,1.0,1.0,0.3,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Marvelous explosion
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W1Command=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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#Hold end commands
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LetGoCommand=
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HeldCommand=diffuse,1.0,1.0,1.0,1;zoom,1;linear,0.06;zoom,1.1;linear,0.06;diffusealpha,0
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[ReceptorArrow]
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#For InitCommand take a look at "Down Receptor.lua"
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#InitCommand=
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NoneCommand=zoom,0.75;linear,0.11;zoom,1
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PressCommand=
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LiftCommand=
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#The way the receptor responds when you hit an arrow on specified judgment
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#Boo command
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W5Command=stoptweening
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#Good command
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W4Command=stoptweening
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#Great command
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W3Command=stoptweening
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#Perfect command
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W2Command=stoptweening
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#Marvelous command
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W1Command=stoptweening
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[HoldGhostArrow]
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#The way the hold arrow reacts
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HoldingOnCommand=visible,true
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HoldingOffCommand=visible,false
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RollOnCommand=visible,true
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RollOffCommand=visible,false
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[Press]
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ReverseOnCommand=vertalign,bottom
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ReverseOffCommand=vertalign,top
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PressCommand=visible,true
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LiftCommand=visible,false
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